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Everything posted by Kelmych
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SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kelmych replied to Kuldebar's question in General Skyrim LE Support
This mod adds yet another plugin. I don't feel it should take a plugin to solve this. -
In the process of researching this problem I realized that the vanilla optimization process can be simplified. In addition to textures at higher resolution than those in the Skyrim - textures and the 3 DLC BSAs, the HRDLC contains duplicate copies of all the textures in the DLC that are are actually useful to optimize. If these textures are left in the extracted HRDLC and optimized, there is no need to extract the DLC BSAs and optimize the associated textures at all. The guide will be changed to do this. Those who have already optimized all the vanilla textures can do the following if they desire: In the Dawnguard textures optimized folder in the <code>Mod Organizer\mods</code> folder, copy the <code>textures\dlc01</code> folder to the <code>textures</code> folder in the HRDLC2 optimized textures folder, skipping any files that have the same name. This will add some textures to the <code>textures\dlc01</code> folder in HRDLC2. In the Dragonborn textures optimized folder in the <code>Mod Organizer\mods</code> folder, copy the <code>textures\dlc02</code> folder to the <code>textures</code> folder in the HRDLC3 optimized textures folder, skipping any files that have the same name. This will add some textures to the <code>textures\dlc02</code> folder in HRDLC3. The Dawnguard textures optimized, Hearthfires textures optimized, and Dragonborn textures optimized folders can then be removed/deleted from the <code>Mod Organizer\mods</code> folder. They are no longer needed. Doing these steps should also fix the problems that junglejudas reported.
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Pip-boy and Terminal screen all white/blank
Kelmych replied to brunodragic's question in Guide Support & Bug Reports
I had this problem with Fallout NV a year ago. If I remember correctly it's a known game bug, and can be fixed by toggling the pipboy light a few times (holding down the tab key for a few seconds). -
I'll add this to the guide as an optional link
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I compared the version 5.1 file you got from modsreloaded with the version 5.12 file I got from Gamefront. The one from Gamefront has a few small additions, but nothing critical. All the basic files are the same. The differences are: the textures folder includes a small "projectiles" folder with a few projectile texturesthe textures folder includes an interface folder with the icons folder inside; this is generally the correct place for the icons folder. Add a new interface folder in textures and copy the icons folder into the new interface folderan optional folder with 50% quieter sounds is includedan XCalibr patch is included, but this is not needed (a version from a different mod is used)Indeed, the plugin does not need to be cleaned.
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Fallout Mod bat file for texture optimization not working
Kelmych replied to Lonewolf's question in DDSopt Support
The C&PD guide mentions which mods have high resolution textures, but it doesn't currently provide a list of the mods that are most useful to include when using DDSopt to reduce max texture size for VRAM reduction (although the mods with High res textures is pretty close to that list). The FLINV guide has a little about this. The Fallout mods were almost all created a while ago and DDSopt has improved since they were created, so other than the textures from Millenia, Cabal, and perhaps Weijiesen I can't think of any mods that shouldn't be optimized unless texture size reduction is needed. -
When you are optimizing you make sure you are only optimizing the mod you want to optimize. DDSopt remembers the folders used the last time you optimized, so make sure to change the input and output folders when you optimize, and make sure these folders don't have any other mods in them. DDSopt and BSAopt work well in extracting the textures from BSAs for any of the Bethesda game (Oblivion, Fallout 3, Fallout New Vegas, and Skyrim), and DDSopt works well in optimizing the textures. A few mods use a fomod script for installation, and with these mods any BSAs may need to be repacked so the fomod script recognizes them. For Skyrim mods it's not a good idea to use DDSopt to read a BSA, optimize textures, and recreate the BSA in a single step. DDSopt and BSAopt don't always create usable Skyrim BSAs since these BSAs can have a slightly different format. If you need to repack optimized Skyrim mod textures into a BSA we suggest using the "archive.exe" program from the Skyrim Creation Kit to create BSAs for Skyrim. The suggested procedure when optimizing Skyrim mod textures into BSAs is to use DDSopt or BSAopt to extract the contents of a mod BSA, optimize textures with DDSopt, then remake the mod BSA with "Archive.exe".
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The optimized textures you created are fine. In addition to high resolutions versions of selected vanilla textures from Skyrim - textures.bsa and the 3 DLC BSAs, the original HighResTexture BSA packs contain duplicate copies of the rest of the textures in the DLC BSAs (the ones for which there are no high resolution versions in the HRDLC). These duplicates were removed in the first optimization step (cleaning the HRDLC) and are not contained in the optimized HRDLC (since there are already optimized versions in the optimized textures from the 3 DLCs). Somehow Mod Organizer on your system is using the non-highres textures from the 3 Unmanaged HighResTexturePacks which are exact duplicates of textures in the DLC BSAs. It should not be doing this since the HighResTexturePack BSA are not supposed to be used at all. It's not doing this behavior for my Skyrim installation. I've been trying different Mod Organizer configurations to see whether I can get MO in my Skyrim installation to make the same error that you are seeing; I haven't managed to do this yet. Do make sure that in the right pane in the Plugins tab that the 3 HighResTexturePack plugins are unchecked. In the Archives tab make sure "Have MO manage archives" is checked, and the 3 Unmanaged HighResTexturePack BSAs should not be checked.
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The CASM version of Quicksave/load seems more reliable than the Bethesda one. I don't have any problems with CASM in FNV, but some users including me have the problem mentioned in the guide with FO3. If you don't have that problem with CASM I suggest using it.
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The install order you show seems correct. Lets look at a few examples in Dawnguard and try to see what is happening: In the conflicts tab for the optimized Dawnguard textures find .../textures/dlc01/soulcairn/scrater_m.dds and .../textures/dlc01/plants/pinkflowertree01.dds In my conflicts tab these overwrite Unmanaged: Dawnguard, and no other mod overwrites these. See what you have as overwriting these textures (i.e., Providing mod) in the lower part of the conflicts tab I checked the textures in the HRDLC and the Unofficial Dawnguard patch, and these textures are not available in any of these. By the way, the Hearthfires BSA optimization is included for users who don't use the HRDLC. Some users with systems with 1 GB VRAM or less don't use the HRDLC. We'll put a note in the DDSopt QuickStart guide that those using the HRDLC don't need to optimize the Hearthfires BSA textures.
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FALLOUT3 DC Interiors HD (by Quazar aka MagnesiumFire)
Kelmych replied to Adonis_VII's topic in Skyrim LE Mods
This also looks quite good, like the rest of the mods from this author. -
CASM disables the normal quick save keys (I think it does more than just remapping them) .
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Fallout Mod bat file for texture optimization not working
Kelmych replied to Lonewolf's question in DDSopt Support
Oops. I'll reupload it. Sorry In the text I included some FO3 mods that gain some graphic quality when DDSopt is run. I haven't added a list of mods that are likely to be involved if a user wants to reduce texture size for VRAM use reduction. Is this something users would find useful in addition to he ones that would always be optimizes? -
Does that happen even when all the plugins you are using are cleaned? The bashed patch will contain only records that are already in one of the plugins, so if there is a dirty record it is from one of the plugins that is loaded.
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It's worth noting that there are only a small number of textures in the optimized versions of each of the 3 DLC BSAs that are actually used when the optimized HRDLC is present, and even fewer when a lot of the STEP and/or SR:LE mods are used. I have one non-STEP mod, for example, that when used overwrites the remaining optimized Hearthfires optimized textures and makes the Hearthfires optimized textures redundant.
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Installing Fallout New Vegas Enhanced Content with MO.
Kelmych replied to Aldiesel18's question in Mod Organizer Support
You can also use 7zip to extract the contents of the exe file. NVEC can be used with the F&LINV guide, but it takes a fair amount of work to go through and remove mods that are in both compilations and make other changes so they are compatible. -
If you have each of the cleaned Bethesda DLC esm plugins in a separate mod then each one if these is installed right after the equivalent unmanaged DLC, as you show in your earlier post. The problem with the initial order you showed is that the optimized textures should be installed after the corresponding cleaned DLC plugin and before the unofficial DLC patch. You need to optimize all of the BSAs since the High Res Texture packs only replace a portion of the vanilla textures in Skyrim - textures.bsa and the DLC BSAs. Mod Organizer then takes care of providing the correct texture (the one with highest MO priority) to the game, and it does this on a file-by-file basis. There is no straightforward way, for example, to optimize only the vanilla textures that are not replaced by a High Res texture. If you include all of the STEP CORE mods then you could potentially use the STEP BSA which includes optimized replacement textures for all of the vanilla textures that they determined make sense to optimize and are not replaced by mods in the STEP Core list.
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The optimized standard textures should be installed before the unofficial patches so the unofficial patches can overwrite textures as needed. For example, optimized vanilla textures should be before the unofficial skyrim patch. This screenshot shows the order; the figure will be added to the Skyrim DDSopt QuickStart guide at the next update. There are some screenshots of the early part of the MO install order and text descriptions of where the optimized textures go in various posts on this website, but they aren't always easy to find when searching.
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I have tried to look into this several times since I first noticed this effect (e.g., with Moriarty), but for me it only happens sometimes and I haven't determined what other factor(s) affects it. Most of the time I don't see this problem, but it does happen occasionally.
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1. I made mods Core for one of two reasons, either because other mods depended on it or because it contributed significantly to gameplay. With the darker interiors and darker nights resulting from lighting and weather mods (using the ones in the guide or ones that work better with ENBs) a flashlight is a necessary (based on at least my own gameplay) and reasonably lore friendly addition so I made a flashlight mod Core. I'm not aware of other good flashlight mods; if there are some the guide could include several with a recommendation that a flashlight is needed and one of the options should be used. As far as the light starting from your face, I don't think hand carried flashlights are realistic with all the combat so to me a head mounted flashlight seems more realistic. In real life I happen to have one and find it very useful when I need to keep my hands free for other uses. 2. I haven't started experimenting with ENB options myself yet so I suggest reading some the informative posts in this forum and on the STEP Post Processing and ENB forums. I'm mostly working on improving bash tags and experimenting with patches to improve consistency, and finishing the recommendations on optimizing textures for Fallout and Skyrim (at the moment the Fallout recommendations are more up to date, by the way). 3. The motorcycle provided by FWE is better than the alternative ones I've seen. However, I don't feel that completely disabling fast travel makes sense in any Bethesda game. I discourage using fast travel in FO3 because it can break immersion, but there are always times when I need to fix a problem with the game or test something and I need fast travel. If fast travel is unavailable I would then have to disable a plugin and then enable it again later, which itself can cause gameplay and game stability problems. I added the J3X one I because I wanted to provide an alternative; if anyone has a better option I'll remove the J3X motorcycle and add the new option. I tried using the J3X one and I don't really like it, but I wanted to provide an alternative to the FWE approach. I would really have preferred that FWE separated the optional motorcycle from disabling fast travel so I could enable/disable fast travel when necessary but still use the motorcycle.
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Difference Between Wiki Directory Sizes and Mine After DDSOpt Optimization
Kelmych replied to Lohengramm's question in DDSopt Support
We'll put a screenshot of the MO left pane showing the optimized textures into the guide. I don't have gray lightening bolts on any of of the optimized texture files. When I double click each of the 3 optimized DLC texture file (e.g., Dawnguard Textures_opt) and look at the conflicts tab, some conflicted files are provided by this mod, some conflicted files are provided by other mods, and there are 0 non-conflicted files. The conflicts tab for STD_opt has 0 conflicted files provided by this mod, some conflicted files are provided by other mods, and there are many non-conflicted files. In the right pane under the Archives tab the three HighResTexturePack0x.bsa (x=1, 2, or 3) are all unchecked. -
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iHUD by default hides the some of the HUD elements you aren't currently using. The hotkey and recommended settings are in the Hotkey guide and ControlPanelMenu guide referenced in the "In Game Settings" section near the bottom of the guide.
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Difference Between Wiki Directory Sizes and Mine After DDSOpt Optimization
Kelmych replied to Lohengramm's question in DDSopt Support
The instructions in the guide mention checking numbers of files and folders, but intentionally don't say anything about file sizes since these depend on the DDSopt parameters chosen. We'll put in a note that makes this clearer. However, I don't understand the comment about the guide saying the Vanilla Optimized folder is 10.1 Gb. In the file tree screenshot the Vanilla Optimized folder is 11.6 Gb. This was done with the resolution limit at 2048x2048 for most of the folders; there aren't many 2kx2k textures so the size difference may be fairly small. This is a little larger than what you got.

